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KSP2 Release Notes
Everything posted by ultrasquid
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The new terrain engine just released in the 0.14.2/3 update has brought it much closer. It\'s still in alpha level development after all. Have patience, young padawan.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
I miss the flare ball. -
Gaby's Submarine P.O.C. (Download Fixed)
ultrasquid replied to gabyalufix's topic in KSP1 Mod Releases
Yes. http://kerbalspaceprogram.com/forum/index.php?topic=3240.0 But don\'t post in that thread, lest you be accused of necroposting. And only speak of submarines here. : -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
ultrasquid replied to kockaspiton's topic in KSP1 Mod Releases
A potential compromise: A pressurized capsule on the cable transit system; essentially an elevator booth running on rails through the truss. It would offer the protection and comfort of a tunnel with only slightly more weight than an ascension cable alone. -
You\'ve captured a nice control tower look there. Could be good for more than just landers.
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You mean like Mandrake-Rutherford?
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
Yes, the cone is truncated intentionally. It\'s not such a factor with the small demo motors, but it is quite pronounced on the linear #-33 motor. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
Here\'s a page full of aerospike rocket demonstrations http://www.youtube.com/results?search_query=aerospike&search=tag Near the top of the list is the linear aerospike engine intended for use on the X-33. Note the multiple nozzles in this design, in contrast with the undivided toroidal designs seen in the other videos. CaptainSlug\'s aerospike engine takes the multiport design of the X-33 motor and wraps it into a circle. Each of the nozzles can be individually modulated, thus enabling thrust vectoring when the valves are connected to an appropriate control system. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
I\'m not sure what the problem is. Areospike engines generally have no visible moving parts, even those with vectoring capability as that\'s done by asymmetric fuel pumping. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
I rather like Cpt. Slug\'s explosive bolts. They make a handy all-purpose microdecoupler, good for much more than just ejecting payload shrouds. -
Tiberion has received permission to revamp Captain Slug\'s Assorted Hardware as part of the NovaPunch project. Please be patient. Updates are in the works.
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[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
ultrasquid replied to kockaspiton's topic in KSP1 Mod Releases
A pressurized tunnel would mean a large structural mass and volume of breathing gas that wouldn\'t be of much other use. A cable run through the center of the truss would be a safe way to transport EVA suited kerbals using a simple ascension motor. -
Thank you Donkeytron!
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Daz 3D modeling software for free!
ultrasquid replied to Salda007's topic in KSP1 Modelling and Texturing Discussion
Here it is March 6th and this free software is still available as of right now. I\'m downloading as we speak. DAZ has done this before, free full apps given out usually just a month or two before a new version comes out. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
Congratulations on getting approval to do the Captain Slug update. Those are some of my favorite parts, and it\'s been sad seeing them languish while the game engine advances. I know all too well that the original authors often are unable for all variety of real-life reasons to perpetually maintain their volunteer efforts at user generated content, so it\'s reassuring that some great bits and pieces are being handed off to a responsible party. I have a little idea: do you think it\'s possible to put an attachment node on the bottom of the foot of one of those folding lander legs? That would be useful for a lot of things… -
@Deusoverkill: I thought I\'d ask in this thread, since some get offended at the thought of bumping a post only a few months old, have you given any thought to updating your old set with the RockBird'>http://kerbalspaceprogram.com/forum/index.php?topic=3473.0']RockBird command module and other orbital parts for KSPv14 compatibility? It\'d mostly be a matter of making the RockBird a selectable module rather than overwriting the original CM, unless other things changed that I\'m not fully aware of, not having kept up on all the tech docs. It probably wouldn\'t be hard for somebody else to do if you\'d grant your permission. As was mentioned Soyuz was developed in the middle of the last century and is still in reliable use today (and your model is both beautiful and functional); therefore why should we have a problem with using Kerbal parts developed only in the middle of last year? I\'d just hate to see a bunch of good parts get orphaned like so many have been past the 5th page of the Projects and Releases forum.
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Bearded Engineering: 'Tuna Can' Command Module
ultrasquid replied to Jesus KerBeard's topic in KSP1 Mod Releases
He did, but those modules are described as unmanned and/or remote controlled units, crew capacity numbers and facecams of onboard kerbals notwithstanding. They are also textured either with painted stripes or gold foil, lacking any features necessary for habitation, e.g.: hatches, windows, utility ports, etc. This module at least has that. -
The current system, while much improved over not being able to choose among various command modules at all, requires that you commit to your choice before you\'ve started building your rocket. What if you have a fine, functional, possibly very complex, rocket already assembled and tested and you want to swap out the command module for a mission specific purpose? Under the current arrangement, you would have to rebuild the entire rocket from the beginning from the bottom of the alternate pod. in short: From a usability standpoint, it needs to be easier to swap out the upper stages of saved rocket files, including the command module.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
The trick is in pounding what the game already supports to look like what you want it to. Like the Noyuz expanding solar panels, signal flares, and Kerbalnauts, to name but a few. Yes, new code might have to be written into the game to make them work perfectly, but if it looks good enough for now, it\'s good enough. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
ultrasquid replied to Tiberion's topic in KSP1 Mod Releases
Perhaps you could make a giant 3m aerospike engine, with variable thrust from each of its ports to allow vectoring